Jath ive read it, but pardon me for forgetting that one little info in brackets after some days.
With that settled, there is still the issues of Drones gaining a huge boost from this, as well as the added calculations each hit.
If you want combat skills to matter more, then there are other areas that need a good deal of love first, Weapon Balancing, Ship and Turret Turnrate, Thrust=Acceleration/Speed Calculations (or better whole new system on this), HP System, Effect Module Balancing, AI Control... fact is the current combat is a little bit broken, in a lot more pressing ways than shields, shields are rather one of the only things that arent that broken, if you look aside the fact that they are rather weak compared to weapon blocks, making it easy for ships to alpha nuke each other.
100 > 50 doesnt automatically win, by no means, there are a lot more factors that play in this.
Ill give you an example, my 25k Cruiser, ive spent a long time on this thing min/maxing everything and finding the optimal ratios with the current balancing, the result is a ship that can take on most ships more than double its size you can find here in the Community Content, i even calculated the best ratio between caps and rechargers to get the most of it, the result is it can perma tank over 50k DPS, aka 10.000 weapon blocks, its own weapons are strong enought to instakill a 55k ships of one of my faction memebers with a salvo of half its weapons.
That, is Build Skill and Knowledge about System, two very important factor in ship to ship combat since all ships here are build by different persons.
So currently, pure numbers in terms of size dont win everything, its tiny numbers of ratios and multiplications that are much more dangerous.
If a ship is much bigger than you, you could still have enough DPS to wear down its shield, might take some time, if that ship was designed to tank a large amount of damage, or your ships simply doesnt carry enough firepower, your screwed, and you should be screwed because that ship is mathematically ouf of your league. But thats not the main reason youll lose, because your been screwed by other factors first, missiles, with having the same turn speed no matter their damage/size, aber the biggest bane of any maneauver to gain an advantage, homing, high range, quick turnspeeds, lots of damage, turrets with missiles, or even the main weapons on a ship, can murder you with these before youre even close enought to use any kind of skill except controlling the distance of the fight, your not fast enough to out maneauver turnspeeds on high distances, and your not fast and agile enought outmaneauver a shit ton of missiles heading your way. Should you miraculously managed to get close enought to use the currently rather small gap in speed and agility, there is a high chance that if that ship was build by a smart person, he will have some weapon to still deal with you, be it turrets, or most likely swarmers, since you are the closest target, youll be attacting the majority of them. And that even leaves aside the fact that he could also pack other weapons that ruin your day, be it hitscan beams, or rapid fire cannons, if you cant out maneauver him or his weapons, your whole shield weakness idea is for nothing. If you are flying with buddies against him, your chance of having enough firepower increases since there are more ships in play, if you all die or win then depends on who he and his turrets target first, how much time he needs to take on his next target, how well he manages his targets based on where they are in terms of his rotation, or in total: who needs longer to take out who, he to take your you guys, or you guys to take out him? Ofc your coordination with your buddies also plays a major part in this. Ofc if youre enemy is a swarmer ship, youre all fucked.